We are looking for an engine that is able to do what the I-Novae engine can do. The I-Novae engine is still in development and they are not looking to release license agreements to it till sometime next year. This engine is being used to make the game ‘Infinity: Quest for Earth’. They have a video here–
video.google.com/videoplay?docid … 5934024232
that shows the option that we want in our game but can the Panda engine do this? If not can the Panda engine be expanded to do this? Are there any other low priced engines (Free - 10,000) that we should look at? Please note that we have looked at quite a few engines. Torque at $1,495 is the lowest on cost while the Hero engine is highest at $950,000 with a $200,000 annual support and maintenance fee. Crytek will not even talk to us about a price until we have at least two games out on the market. With Panda3D being free we quickly jumped on it but are wondering if we should be getting a higher priced engine.
Enough of that back to my question of ‘can the panda do this?’
We want the game to be like StarWars Galaxies but with Farcry/Crysis style intensity to the ground combat and EvE/AFF2AW style space combat that is able to be intermingled with seamless transitions.
Example
Player john doe (or JD for short) gets a mission on planet A to go and attack a base on pirate controlled planet B. So JD hops in his ship takes off from planet A and in orbit uses FTL engine to get to planet B. On arrival in orbit the pirate base on the surface fires on JD’s ship. The base anti-starship guns are too strong for a landing in the base so JD would have to land some distance away and walk or ride a ground/air vehicle to the base (if his ship is big enough to hold a ground/air vehicle in cargo bay). Then kill the bad guys and return to his ship. On return to orbit pirate warships alerted to him by his attack on the ground base attack him in space. He can attack them and get more exp and loot or flee from them and avoid damage or possible lost of his ship. Ether way on return to planet A he turns in quest to quest giver and gets exp, money, items, or a combo of these for his troubles. He then can repair his ship, vehicles, armor, weapons, and upgrade if need be while here.
The only load screen or non seamless area would be the FTL jump from planet A to planet B. JD could of set course for planet B and had time to use the restroom , make a sandwich, and chat with some friends in the chat box about what to expect on the mission if he wanted to not use the FTL and just fly from one planet to the other.
Now in the above example if JD had a ship that could withstand the base anti-starship guns then by all means he could return fire back on the base and kill the bad guys that way avoiding a landing on planet B.
We also want to put in the ability to let players that don’t have or can’t afford a ship to take a public transport or transporter type thing to the orbiting station. From there they can take an NPC passenger starship to another station at another planet. The NPC passenger starship would be something like the ones in SWG or the boats in WoW to jump many zones at once. While the transporters would be like the on planet shuttles in SWG or the portal rings in Horizons to go from town to town (or to station) on a planet.
We know that in order to do this we have to set the zones up right but are not sure if each planet would have to be a different server in the cluster pack or a set of server clusters to each planet and likewise to the vast areas of space around them and between them where fleet battles and mining is taking place.
example of this would it be #1 #2 #3 or #4?
#1
server A controls planet A and it’s orbital space zones.
server B controls vast area of space between planet A and planet B.
server C controls planet B and it’s orbital space zones.
to avoid server B zones player uses FTL in Server A orbital zone to jump to Server C orbital zone.
server D controls a massive fleet battle area where two or more fleets of ships are at war.
#2
server A & B control planet A and it’s orbital space zones.
server C & D control vast area of space between planet A and planet B.
server E & F control planet B and it’s orbital space zones.
server G & H control a massive fleet battle area where two or more fleets of ships are at war.
#3
server A controls Planets A & B along with their orbital zones
server B controls vast area of space between planet A and planet B.
server C controls a massive fleet battle area where two or more fleets of ships are at war.
#4
We are totally misunderstanding the concept of server clusters and need to study more on how to set up a server for a MMO type game.
Number four is a joke but joking aside if we are totally wrong about server clusters and I’m sure we are since none of our team knows a thing about servers let alone how to program one.
Any advice is greatly accepted.
We thank you for your time,
Telknor